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Jingjing Chen; Bing Xu; Dan Zhang – Educational Technology Research and Development, 2024
Learning-related attention is one of the most important factors influencing learning. Although technologies have enabled the automatic detection of students' attention levels, previous studies mainly focused on colleges or high schools, lacking further validations in primary school students. More importantly, the detected attention might fail to…
Descriptors: Elementary School Students, Attention, Attention Span, Learning Strategies
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Zheng, Xudong; Ma, Yunfei; Yue, Tingyan; Yang, Xianmin – Educational Technology Research and Development, 2023
The purpose of this study was to investigate the effects of different types of cues and self-explanation prompts in instructional videos on intrinsic motivation, learning engagement, learning outcomes, and cognitive load, which were indicators to measure deep learning performance. Seventy-two college students were randomly assigned to one of the…
Descriptors: Cues, Reflection, Prompting, Video Technology
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Liu, Yan; Gu, Xiaoqing – Educational Technology Research and Development, 2020
As students are processing information from digital media and educational materials, they are increasingly being interrupted by competing media and their surroundings. This trend of increased interruptions suggests the continuous increase of instances of fragmented reading in learning settings for the younger generation of students. This study…
Descriptors: Attention, Reading Comprehension, Reading Motivation, Persistence
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Wu, Chih-Hung; Tzeng, Yi-Lin; Huang, Yueh-Min – Educational Technology Research and Development, 2020
This study investigated and compared the effectiveness of both digital game-based learning (DGBL) and static e-learning material for Newton's laws of motion on students' learning attention, affective experiences, cognitive load and academic achievement. Physiological signals and affective techniques were adopted to measure students' learning…
Descriptors: Learning Processes, Game Based Learning, Computer Games, Electronic Learning
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Bhagat, Kaushal Kumar; Yang, Fang-Ying; Cheng, Chia-Hui; Zhang, Yan; Liou, Wei-Kai – Educational Technology Research and Development, 2021
Although AR technology seems to be promising for helping students learn complicated and abstract concepts, whether the positive effects of this new technology can be applied to the learning of three-dimensional geometric concepts, and what factors might mediate its effectiveness are questions worth further investigation. This study used the…
Descriptors: Mathematics Instruction, Middle School Students, Computer Simulation, Educational Technology
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Sánchez-Mena, Antonio; Martí-Parreño, José; Miquel-Romero, María José – Educational Technology Research and Development, 2019
Educational video games (EVGs) offer instructors a myriad of opportunities to motivate and engage students in the learning process. Nevertheless, instructors can be influenced by barriers that prevent them from using EVGs in their courses (e.g. lack of expertise with EVGs). Instructors can also be influenced by different drivers that might…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, Teaching Methods
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Shadiev, Rustam; Huang, Yueh-Min; Hwang, Jan-Pan – Educational Technology Research and Development, 2017
In this study, the effectiveness of the application of speech-to-text recognition (STR) technology on enhancing learning and concentration in a calm state of mind, hereafter referred to as meditation (An intentional and self-regulated focusing of attention in order to relax and calm the mind), was investigated. This effectiveness was further…
Descriptors: Assistive Technology, Learning, Attention, Metacognition
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Jamet, Eric; Fernandez, Jonathan – Educational Technology Research and Development, 2016
The present study investigated whether learning how to use a web service with an interactive tutorial can be enhanced by cueing. We expected the attentional guidance provided by visual cues to facilitate the selection of information in static screen displays that corresponded to spoken explanations. Unlike most previous studies in this area, we…
Descriptors: Intelligent Tutoring Systems, Web Sites, Cues, Visual Stimuli
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Mason, Lucia; Pluchino, Patrik; Ariasi, Nicola – Educational Technology Research and Development, 2014
Students search the Web frequently for many purposes, one of which is to search information for academic assignments. Given the huge amount of easily accessible online information, they are required to develop new reading skills and become more able to effectively evaluate the reliability of web sources. This study investigates the distribution of…
Descriptors: Web Sites, Online Searching, Eye Movements, Attention
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Huang, Yueh-Min; Huang, Shu-Hsien; Wu, Ting-Ting – Educational Technology Research and Development, 2014
Mathematics is closely related to daily life, but it is also one of the lessons which often cause anxiety to primary school students. Digital game-based learning (DGBL) has been regarded as a sound learning strategy in raising learner willingness and interest in many disciplines. Thus, ways of designing a DGBL system to mitigate anxiety are well…
Descriptors: Mathematics Anxiety, Elementary School Mathematics, Elementary School Students, Primary Education
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Ryokai, Kimiko; Farzin, Faraz; Kaltman, Eric; Niemeyer, Greg – Educational Technology Research and Development, 2013
Visual tracking of multiple objects in a complex scene is a critical survival skill. When we attempt to safely cross a busy street, follow a ball's position during a sporting event, or monitor children in a busy playground, we rely on our brain's capacity to selectively attend to and track the position of specific objects in a dynamic scene. This…
Descriptors: Handheld Devices, Computer Games, Educational Games, Perception Tests
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San Diego, Jonathan P.; Aczel, James C.; Hodgson, Barbara K.; Scanlon, Eileen – Educational Technology Research and Development, 2012
When learners use computers, they typically look at the screen, type, use the mouse, talk, write, sketch and make gestures. This paper identifies technical, practical, ethical and methodological challenges associated with traditional methods for studying such interactions. It examines the potential of recent technologies for identifying learners'…
Descriptors: Interaction, Computer Uses in Education, Nonverbal Communication, Verbal Communication
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Dong, Jian-Jie; Hwang, Wu-Yuin – Educational Technology Research and Development, 2012
This study developed a system using two-phased strategies called "Pause Lecture, Instant Tutor-Tutee Match, and Attention Zone" (PLITAZ). This system was used to help solve learning challenges and to minimize learning progress differences in a software learning class. During a teacher's lecture time, students were encouraged to anonymously express…
Descriptors: Computer Software, Educational Strategies, Tutors, Lecture Method
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Pett, Dennis; Wilson, Trudy – Educational Technology Research and Development, 1996
Reviews color research and considers its implications for the design of instructional materials. Topics include physiological and psychological effects; color and learning, including attention, search tasks, retention and other objective measures, and non-objective measures; color and the cathode ray tube (CRT); and further research needs.…
Descriptors: Attention, Color, Design Preferences, Learning Strategies